About this mod
xEdit script to build an all-in-one patch with fixes/changes often done by different mods, things like removing Opposite Anim Gender flag, fix water flow, tweak weathers/fog/image spaces, reweight items, recalculate prices/rewards/fines, combat/archery tweaks, change globals/settings, encounter zone levels, moving spawns away from roads, and more.
- Requirements
- Permissions and credits
- Changelogs
- Donations
This script should make things easier, hopefully allowing you to use it in place of several other mods, decreasing the number of mod conflicts you would normally have to solve.
All fixes and changes are optional.
Installation
No mod manager can help you, you need to manually copy the script into wherever your xEdit scripts are.
How to use
1. Load your whole load order into xEdit, including any bashed patches and such.
2. Right click anywhere in the list of plugins (it doesn't matter what is selected) and choose "Apply Script..." to load and run and apply the script.
3. After the script finishes running, save the generated plugin, and make sure you place it at the VERY BOTTOM of your load order.
Of course, BEFORE you run it, open it in some editor and read through it, to see what it does and disable/adjust anything as you need.
Available fixes/changes
- Fix water records in cells using original vanilla or USSEP values, or Ralistic Water 2, or Open Cities.
What is used as the correct value, depends on your load order and presence of the mods mentioned above.
In most cases it will work as it is, but if you are using any other mod that changes water records, you may need to add its plugin to the list (more inside the procedure FixWaterRecords).
- Disable Tutorial Topics in dialogues with blacksmiths, alchemy vendors, etc.
I am sure after 12+ years of this game's existence, everyone knows how to craft an Iron Dagger.
I often end up choosing these options by mistake, and then i have to go on with it to get rid of the associated pesky "quest" - no more! (that said, there may be still some topics of this type i missed, so if you see any, please report it).
- Override various globals
- Turn off random dragons.
- Set Timescale and adjust Grass Wave Period accordingly.
- Tweak BYOH related settings like number of chickens and cows.
- Combat Tweaks
- Stop followers unsheating weapons out of combat just because player did so.
- Included "No Bullshit Projectile Dodge".
- Better blocking with Shield and/or Weapon (to block more incoming damage)
- Tweak stamina cost of Blocking and/or Bashing.
- Adjust 2H weapon reach.
- Archery Tweaks
- Remove Auto-aim.
- Increase shooting distance.
- Make arrows stay longer.
- Allow more arrows to exist in the world before they start disappearing.
- Allow more arrows sticking in anyone's body (now you can make dragons look like pincushions).
- Recover more/less arrows from corpses.
- Adjust arrows/bolts flying profile (gravity, flying speed, collision radius, relaunch interval).
- Adjust Crime Report Radius
- Adjust Vertical Sandboxing Radius
- Disable NPC's bump-into reaction
- Disable Camera Collision with Player
- Fast Travel Speed fix
- Adjust Bounty Rewards for bandits, forsworn, giants, dragons
- Reweigh all Items in an intelligent manner, based on type and material
- arrows and bolts
- armor and clothes
- books and notes
- ingredients
- jewelry
- keys
- clutter and misc items
- scrolls
- soul gems
- weapons
- Fix Image Spaces
Resets Tint, Saturation, Contrast, Brightness, and Depth Of Field, so you can get a clear view with colors affected by actual lighting instead of by some artificial camera filters glued in front of your eyes. It may not be for everyone, some people like the weird colors, but now you have a choice.
Intended for ENB, but works great with vanilla (i recommend "No Heavy Fog" version of True Storms, with Community Shaders, this tweak and Weather Fog tweaks mentioned below).
- Remove Interior Fog
Changes fog parameters of selected Interior Cells and Lighting Templates (you can easily add or exclude any cell/template).
If you hate that you cannot see what's on the other side of a room, because of some nonsensical interior fog, this is for you.
- Remove fog from Map
- Tweak Weather Fog
Mostly it just pushes the fog further back, setting configured values depending on what type of weather it is.
The type of the weather is determined by name (ie. when it contains cloudy/clear/rain/storm, etc.), so while it was made specifically for vanilla game weathers (or True Storms), it should be easy to make it work with any weather mod by rewriting a bunch of lines.
- Make NPC level up to given level
It affects npc of selected races, so you can add/exclude based on race.
- Women, not gorillas!
This is an equivalent of my Mors Feminine Females script, removing Opposite Gender Anims flag from females of selected races.
A proper fix for Orcs is automatically included.
- No Bodybuilders
Recalculates the weight of selected races, to reflect the fact that Bethesda forgot to include merchants selling steroids and supplements.
It allows you to set min-max range for any race, and it will map original weight value on this range (for example, if you set range for some race to 10-60, and there is a member of this race who had weight 0, the new weight will be 10, if it was 100, it will be 60, if it was 50, it will be 35).
This is only to perform a mass normalization, you can still adjust weights for individual NPCs with the following option.
- Override NPC Weights
This will set desired weight for specific NPCs.
The procedure already contains a lits of all vanilla game NPCs sorted into sections based on who the NPC is (a shopkeeper, blacksmith, farmer, miner, innkeeper, jarl, beggar, etc.), so you can make the beggars thin, innkeepers fat, etc.
You can of course add new NPCs, or remove (comment out) any who are already there.
- Disable Encounter Zones Boundary
For now, this is ALL or nothing - you can remove boundaries of ALL encounter zones, or none.
This will allow any enemies to follow you through loading door, making fights harder since even if you escape outside of a dungeon, the enemies will keep chasing you, but on the other hand you may exploit it by luring tough enemies to nearby guards, or into towns - that is up to you.
- Set min/max level of Encounter Zones
- Move hostile creatures away from roads
Same as the mod No Predators on roads, moves any hostile creature spawns away from the roads, to prevent some annoying wolves waiting in the middle of a road, etc.
- Recalculate Prices
- Automatically recalculates prices of all items based on item type, quality, material, enchantment, etc.
- Recalculates prices of player homes and upgrades.
- Changes the cost of a room in an Inn, price of a Horse, cost of hiring a Hirelings or dogs.
- Changes costs of sailing to Solstheim (making it much more expensive if the captain is already scared AFTER a cultist attack).
- Changes the price of Carriages.
- Changes the Crime Bounties (fines).
- Removes shouts from NPCs (with some exceptions)
The goal was to remove the Disarm shout from some draugr, because at higher levels it can be really unbearable, loosing your dropped weapon to game bugs like when it gets stuck mid-air and you cannot pick it up again, or it falls below the terrain, or at the very least you loose your Quick Slot binding.
Then i remembered i HATE the whole concept of shouts, so i decided to remove them all, except from Afflicted, Ulfric, Dragons, and few other exceptions.
- Disable Annoying Creature Spawns
I find foxes in game very annoying, and those small rats and spiders from SkyTEST, so i added this procedure to disable them (it doesn't remove these creatures completely, but it helps).
You can add/remove creatures from the list, or not use it at all.
- Change default settings of Extended Encounters
Disables some annoying or potentially game-breaking types of encounters.
For example, i don't like dragons, so i disable any dragon-related encounters, and as for the potentially game-breaking, i disable encounters related to any of the Civil War captains/commanders, who can start infinite fights due to them being Essential.
You can indeed change these settings via that mod's MCM, but if you do it here, you do it once and never need to bother with the MCM.
If you do not use this mod, just comment out the corresponding procedure call (or keep it and ignore the related errors, it won't break anything).